Actually, there is only one thing that's really terrible about PIATs:
You cannot use them to deny abandoned team weapons.
e.g., PIATS will fail to damage mortars, even if you are standing next to them when you fire (either with normal attack, or with attack ground).
This drawback becomes more pronounced since the UKF lacks the indirect fire options to counter team weapons.
The only options I have found to cover for this role are the AT gun and snipers (takes too long & very risky).
Profile of Mr.Smith
Avatar Area
Posts: 2636 | Subs: 17
General Information
Signature
You have a great idea that improves the QoL aspects of the game? Please, drop your idea here:
https://www.coh2.org/topic/57860/some-qol-suggestions
Check out Cruzz's DPS calculator:
https://drive.google.com/file/d/0B7gwy65JLbSRMEJ3M2ZPandMMW8/view?usp=sharing
(Download the file, open it with your browser)
https://www.coh2.org/topic/57860/some-qol-suggestions
Check out Cruzz's DPS calculator:
https://drive.google.com/file/d/0B7gwy65JLbSRMEJ3M2ZPandMMW8/view?usp=sharing
(Download the file, open it with your browser)
Post History of Mr.Smith
Thread: The PIAT Is Terrible4 Dec 2015, 13:32 PM
In: COH2 Balance |
Thread: The PIAT Is Terrible4 Dec 2015, 12:24 PM
PIATs are nowhere nearly as bad as bazookas (bazookas are terrible vs Axis armour, awesome vs USF/SU armour). In smaller team-modes (1v1 and, perhaps, 2v2), I wouldn't really ever bother with PIATs, because 6pdr > PIAT. In clusterfuck team-modes, however, PIATs become little miracle-workers: - They can be fired over hedges/obstacles - They are way more mobile than the 6pdr, and can also retreat if needed - They have great DPS for their cost (cheap MU price, low reinforce cost) Use them: - To deter heavy-armour pushes - As your only indirect fire option vs Trucks (the whole hedges thing I mentioned before) - vs people that underestimate them. They will pay the price The downside is that PIATs require a lot more micro (hence, not suitable for 1v1) . Here are some tips: - You should ALWAYS use attack ground, so that you can get more predictable results - PIATs tend to overshoot by a little bit, thus you need to aim a bit closer to compensate - Keep your PIAT squads spread, so that even if you miscalculate, you will at least score a few hits Source: I have been using what I preach for the past 2 months, and I have been consistently good, sometimes game-changing, results with them. In: COH2 Balance |
Thread: Tactical Support Completly Broken 3 Dec 2015, 12:18 PM
This thing is closer to "press the button to win" than anything in this game. I've used the ability many times myself, and this is my impression as well. The delay between triggering the ability and seeing its effects might already be OK. What's not OK is that (I don't feel) there is sufficient indication for the other team to react (a red flare could mean so many things). An appropriate audio cue would help immensely (e.g. loud howlitzer shots). Now, regarding the commander itself, the following abilities could use a bit of help: Wreck recovery team: My main gripe with this ability is that the salvage team sappers cannot build mines (anvil engineers would be good too, but I don't care as much), and the ability spawns 2 of them.
Forward observation point The ability costs 300 MP and 60 FU and confers no bonuses. There should be a reason to use this ability proactively (i.e., long before you are about to burn your MU on the abilities). A minor utility buff would really help. Consider one of the following:
To compensate, relic could introduce a brief (10-15 second) cooldown on the building abilities, before these can be used. In: COH2 Bugs |
Thread: Bug/Oversight: Aura units buff friendly players' units3 Dec 2015, 10:32 AM
Please read my previous post. We are basically saying the same thing: - The auras are well-balanced for the commanders they are in, so don't nerf them What I am saying on top of that, is that we should remove auras affecting friendly units: - This will not change the viability of these commanders in 1vs1 at all. - However, this will remove a very subtle but very real source of cheese from teamgames What's more, is that the fix is very simple, and everyone will be happy (I think!). In: COH2 Bugs |
Thread: Bug/Oversight: Aura units buff friendly players' units3 Dec 2015, 09:27 AM
To the 1v1 crowd: I am not in favour of nerfing the stats of any of the units I mentioned. However, to me, it seems that each of these units has been balanced according to the strengths and weaknesses of the doctrine that they reside. When you remove the player boundaries and allow aura units to buff units of my allies, it becomes a mess. I will motivate this with an example. Consider the Panzer IV command tank. The tank confers a 20% damage reduction bonus to both infantry and tanks. This is massive. Compare this to the recently-introduced vet3 Riflemen which reduces received accuracy by 25%. Received accuracy only affects resilience to small-arms fire and, still, the buff turned riflemen from a late-game liability to terminators. Panzer IV's command aura grants resilience to all sources (your grenadiers will never be 1-shot by a mortar shell/grenade). This is perfectly fine, though, when we examine the unit in the vacuum of 1vs1 balance. None of the doctrines that include a meaty shock unit that can lead the assault (e.g. a Tiger for instance). However, things start to become VERY broken when the game allows you to combine this buff with your teammates' units. Some of my own favourite combos include the following: Panzer IV with any of the following: - King Tiger (375 armor, and 1600 effective HP), Tiger - Obersoldaten (reduces their only vulnerability; that to explosives) UKF airlanding officer with Riflemen (face it; Tommies are plain awful at attacking anything). Now, to those people that think stacking auras are OK. Do they think that ANY of those combos I mentioned should still be allowed in the game? In: COH2 Bugs |
Thread: Bug/Oversight: Aura units buff friendly players' units2 Dec 2015, 10:44 AM
They should work on friendlies imo. I think it's fine, adds some good climate and team play in games I don't think we need stacking auras to promote teamplay. The game is already rife with interesting inter-faction synergies. E.g. pooling the USF ambulance to provide healing to a soviet teammate, using OKW's mechanized HQ to heal your Tiger, using mortar smoke barrage to cover an ally's Volksgrenadiers as they harass a fuel point. There are many interesting synergies in the game; I don't think we need an (imo broken) mechanic to encourage players to create mega-blobs. In fact, I would argue that if we got rid of stacking auras, this would promote even more (and better) teamplay. Currently if player A gets a Panzer IV command tank (defensive aura) and player B gets a Panther V command tank (offensive aura), there is no thought-play involved in how to execute an attack/defence. Now, let's remove stacking auras from the equation. We can see that player A has specialized his units for survivability (therefore he should be the one to lead an attack). At the same time, player B has specialized his units for offensive capabilities. Therefore, player A acts as the meatshield, while player B gets busy taking down the opposition.
I also intended to include Mark Target in the list for that big-game effect. However, I completely forgot about it along the way. - - - Back on topic (apologies, since this touches more on balance than bugs). If stacking auras is the intended design, perhaps aura units should be rebalanced so that they have the following characteristics: 1. The enemy team should have a chance to counter the auras This means that the buffing unit should have at least one of the following characteristics: - Highly vulnerable (either squishy, like most infantry, or slow, like the UKF command vehicle) - Small area of effect (e.g. sturmoffizier's radius is OK), which should force buffing units to the frontline, and make them more vulnerable. - Timed, with a reasonably long cooldown (e.g. airlanding officer's heroic charge) For instance, an observant player can counter a short-radius timed-ability with a soft retreat. 2. The combat capabilities of the aura unit should be way inferior to combat-oriented units that cost the same This presents a player with a strategic choice; either build a combat unit to continue the push, or stall for a bit to get an aura unit so that they can apply even more pressure later. This should make aura units feel more like an investment (e.g. push now, or "tech-up" and risk losing territory in the short-term), rather than a no-brainer. Imo, the units that break this balance the most are Panzer IV (cheaper than a panzer IV, applies defensive aura to itself, and also has OK anti-infantry capabilities) and Panther V (Massive radius, panther-survivability for inferior vet and barely slightly-increased cost). Currently, I cannot think of anything that can focus fire on a Panzer IV/Panther V at the rear of an enemy mega-blob. A shining example of a unit that follows those two rules is the UKF command vehicle. Combat-capability-wise, the vehicle becomes a write-off. To top this off, the unit is also way too slow to defend against a coordinated attack. (I'll also remind you that the command vehicle's aura doesn't affect friendly units; imo that should be the norm, not the sole exception). In: COH2 Bugs |
Thread: Bug/Oversight: Aura units buff friendly players' units1 Dec 2015, 20:59 PM
There are multiple units (e.g. officers, tanks) that give buffs to nearby units through auras. Some of those auras are passive (e.g. Panzer IV command tank aura), whereas other auras have a pay-per-use munition cost (e.g. airlanding officer's heroic charge ability). This post is not about discussing whether aura units belong to CoH2 (there are other threads about this issue in COH2.org). Instead, this thread is about pointing the following: - Aura units that buff friendly players' units is broken (i.e. not just the units of the owner). The aura buffs stack, and with the right combination of commanders in a teamgame, one side can simply overwhelm the other with minimal effort (e.g. combine a Panzer IV command tank with a Panther V command tank and it's gg for the other team) - Certain aura unit's effects and abilities that do not correspond to the tooltip (i.e., potential bugs that make the stacking effect even worse). - The (negative) effects of aura stacking to balance only become worse the larger the teamgame becomes. The rest of the post consists of two sections: 1. The first section discusses potentially bugged abilities on aura units (with the intend to -fix them) 2. The second section lists all units and abilities that also buff friendly players' units (with the intent to minimize the number of such units) 1) UNITS WITH (POTENTIALLY) BUGGED ABILITIES OKW Sturm Offizier: According to the tooltip, the officer's aura is meant to apply both a strong buff (additional accuracy) and a strong debuff (forced retreat when the officer dies). - The buff applies to all allied units (friendly players' units as well). However, the aura does not apply the force-retreat penalty to other player's units (it only applies it to the owner of the unit) - According to Cruzz, the effect of the "Target Them" ability of the officer, does not really correspond to what the tooltip says. Here is the excerpt from another thread:
OST Panzer IV Command Tank: This unit buffs all nearby friendly units with a flat -20% incoming damage buff. - One issue with the aura is that the Panzer IV Command tank also benefits from the aura itself (this is the only passive aura unit that benefits from its own aura). OKW Panther PzKpfw V Command Tank: - The radius of passive aura of the Panther command tank is simply massive, and dwarfs the radius of any other aura in the game. I have no idea where I can dig up the exact stats, but it feels that most other auras have a radius of at most 30, whereas the radius of the panther command aura has a range that exceeds 60. UKF Airlanding Officer - It feels that the ability modifiers/cost for the officer's heroic charge are simply too good for its cost. 2) UNITS THAT APPLY AURA TO FRIENDLY UNITS With the exception of the UKF command vehicle (thankfully!), every single other aura unit in the game applies the buffs to all friendly units in the game. Here is a list of all aura units I know that are affected by this (let me know if I left anything out): OKW: - Sturm Offizier - Panther V command tank OST: - Panzer IV - Artillery Field Officer (Concentrated Fire ability) UKF: - Airlanding officer (Heroic Charge ability) I have not tried the following units/abilities, yet: - USF Captain's On Me ability (doesn't break suppression, but might buff accuracy) - Soviet Forward Headquarters passive buff - Any of the numerous UKF commander abilities that buff units in friendly sectors In: COH2 Bugs |
Thread: Comet/Firefly attack ground & Dancing officers20 Nov 2015, 15:25 PM
17pdr. 77HV doesn't have a projectile, therefore they can't target vehicle that is in FOW. Thanks. I edited my original post to add the 17pdr. In: COH2 Bugs |
Thread: Comet/Firefly attack ground & Dancing officers20 Nov 2015, 15:23 PM
Usf captain ans guards dance as well You are correct. The reason I didn't include Guards and USF captain is that they are being addressed in the upcoming patch. According to the Balance preview mod: Bugfixes: - Updated squad plans on Guards Troops and captain squad to prevent unwanted movement. In: COH2 Bugs |
Thread: Comet/Firefly attack ground & Dancing officers20 Nov 2015, 15:07 PM
I just wanted to verify that Relic is aware of these two issues. 1. Comet, Firely, 17 pounder emplacement attack ground command will never register a hit on a target. If you issue an attack ground order to Comet/Firefly (e.g. to circumvent smoke), the projectile will almost never hit the target, and will instead hit the ground below the target (at least that is what the visual indication implies). There have been multiple mentions of the bug so far (e.g. in Cruzz's thread: http://www.coh2.org/topic/42404/another-bug-balance-list). However, I have never seen it officially acknowledged by Relic so far. I think that this bug is really important as it limits the potency of two, otherwise, expensive units. 2. I saw that you are fixing dancing guards/USF captain. Could also fix the AI behaviour of the other affected units as well? I am aware of the following units 'dancing': - USF Lieutenant - UKF Airlanding officer - Shock troops (possibly other Wermacht/OKW officer-types. I will try to keep this list up to date) It feels so good to see that those guards finally decided to cast away their ballerina shoes. In: COH2 Bugs |
450186450120449293449250449225448679448368442093442089442077
Latest replays uploaded by Mr.Smith
-
VS[CoA] Company of Bugs [CoA] Ancient Defender Cloud Mr Smith[TATUŚ] Blue Semtex® [TATUŚ] Black Dynamite [TATUŚ] G.dot ♨TEA.UP®♨ Sex CaptainCompany of Area Denials (feat: PIAT commandos)by: Mr.Smith map: Lienne Forest6-1,991
61171608325033349749
Livestreams
2 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.1772443.800+4
- 2.522216.707+19
- 3.68702504.733+5
- 4.1534535.741+3
- 5.16560.733+10
- 6.395256.607+1
- 7.216126.632+1
- 8.517330.610+1
- 9.334147.694+4
- 10.14435.804+4
- 1.2176902.707+1
- 2.26988.754-1
- 3.11924.832+2
- 4.26389.747+3
- 5.446297.600+1
- 6.284124.696+12
- 7.224107.677+3
- 8.16258.736-1
- 9.957512.651+6
- 10.214110.660-1
- 1.1464740.664+4
- 2.426130.766+2
- 3.358218.622-1
- 4.818467.637-1
- 5.11952.696+3
- 6.571420.576-1
- 7.484229.679-1
- 8.309178.634+7
- 9.496337.595-1
- 10.283177.615-1
- 1.346157.688+1
- 2.345108.762+3
- 3.898246.785+6
- 4.589254.699+11
- 5.698336.675-2
- 6.382318.546-2
- 7.938586.615-2
- 8.273137.666-1
- 9.1509995.603+9
- 10.200153.567+1
- 1.28461027.735+3
- 2.548194.739+29
- 3.506159.761+17
- 4.940377.714+1
- 5.1715873.663-1
- 6.354187.654+1
- 7.536310.634+25
- 8.917379.708+4
- 9.631379.625-1
- 10.556237.701+8
- 1.30641508.670+1
- 2.340175.660+5
- 3.251123.671-1
- 4.529386.578+4
- 5.22273.753+5
- 6.177101.637+5
- 7.1308788.624+3
- 8.855493.634+6
- 9.471211.691+2
- 10.21801362.615+3
- 1.781375.676+10
- 2.486286.630+7
- 3.434170.719-1
- 4.16556.747-1
- 5.357265.574-1
- 6.11333.774+2
- 7.480243.664+1
- 8.25692.736-1
- 9.244150.619+6
- 10.1022545.652+9
- 1.732386.655+2
- 2.346135.719+1
- 3.328178.648+5
- 4.259206.557+3
- 5.936700.572+3
- 6.447351.560+9
- 7.656488.573-1
- 8.1265752.627-2
- 9.460320.590+2
- 10.578390.597+8
- 1.4197942.817+13
- 2.1836774.703+12
- 3.478221.684+1
- 4.73682731.730+4
- 5.1383535.721+2
- 6.578283.671+10
- 7.658206.762+13
- 8.394121.765+2
- 9.14962.706+10
- 10.702379.649-1
- 1.1482641.698+1
- 2.16141158.582+4
- 3.699436.616+5
- 4.665345.658+11
- 5.19031281.598+7
- 6.17868.724+4
- 7.372193.658+2
- 8.378206.647+3
- 9.668257.722-1
- 10.1045568.648-1
- 1.493177.736+11
- 2.506212.705+8
- 3.646294.687+4
- 4.845381.689+4
- 5.24969.783+4
- 6.698308.694+3
- 7.255115.689-1
- 8.1183850.582+1
- 9.526233.693-2
- 10.304114.727-1
- 1.422176.706+6
- 2.675312.684+6
- 3.15140.791+3
- 4.739305.708+1
- 5.236221.516-1
- 6.1708830.673+2
- 7.380185.673-1
- 8.243215.531+3
- 9.1481811.646+4
- 10.970475.671+3
- 1.1090410.727+4
- 2.25979.766+10
- 3.2025686.747+29
- 4.603164.786+4
- 5.403151.727+5
- 6.35111732.670+2
- 7.19188.685+14
- 8.694282.711+3
- 9.22031.876+9
- 10.179102.637-1
- 1.26481443.647-1
- 2.276165.626+3
- 3.460191.707-1
- 4.18493.664+1
- 5.756333.694+6
- 6.402175.697+11
- 7.480202.704+4
- 8.285128.690+8
- 9.191111.632+5
- 10.16860.737+3
- 1.30961001.756+10
- 2.9316.853+16
- 3.642336.656+8
- 4.699366.656+1
- 5.695400.635+5
- 6.346148.700+5
- 7.255101.716-2
- 8.446162.734+6
- 9.687234.746-1
- 10.206112.648+6
- 1.12191049.537+3
- 2.403313.563+2
- 3.337247.577+1
- 4.851721.541+5
- 5.15866.705-1
- 6.700545.562+9
- 7.13887.613+3
- 8.482333.591-1
- 9.468300.609+3
- 10.422316.572+2
- 1.831222.789+37
- 2.35057.860+15
- 3.1110614.644+11
- 4.921405.695+5
- 5.634229.735+8
- 6.276108.719+27
- 7.306114.729+2
- 8.262137.657+3
- 9.1045675.608+3
- 10.722440.621+4
- 1.20141083.650+9
- 2.569354.616-1
- 3.11949.708+10
- 4.427271.612+2
- 5.1677922.645+2
- 6.434208.676+3
- 7.10136.737+4
- 8.189101.652+1
- 9.20968.755+7
- 10.13056.699+1
- 1.755286.725+3
- 2.605178.773+5
- 3.21590.705+18
- 4.16948.779-1
- 5.1015554.647+6
- 6.981427.697+3
- 7.1448719.668-1
- 8.324127.718+12
- 9.359155.698-1
- 10.604410.596+6
- 1.776618.557+6
- 2.572416.579+2
- 3.235122.658+5
- 4.398285.583+1
- 5.311206.602+2
- 6.194157.553+10
- 7.13347.739+3
- 8.239169.586+5
- 9.250135.649+1
- 10.197159.553+1
Data provided by
Relic Entertainment
Replay highlight
VS
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Einhoven Country
Honor it
9
Download
1237
uploaded by XXxxHeartlessxxXX
Board Info
445 users are online:
445 guests
2 posts in the last 24h
7 posts in the last week
35 posts in the last month
7 posts in the last week
35 posts in the last month
Registered members: 49195
Welcome our newest member, fitena
Most online: 2043 users on 29 Oct 2023, 01:04 AM
Welcome our newest member, fitena
Most online: 2043 users on 29 Oct 2023, 01:04 AM